/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORECORE_DYNAMICOBJECT_H
#define ARKCORECORE_DYNAMICOBJECT_H

#include "Object.h"

class Unit;
class Aura;
struct SpellEntry;

class DynamicObject: public WorldObject, public GridObject<DynamicObject>
{
public:
    explicit DynamicObject ();
    ~DynamicObject ();

    void AddToWorld ();
    void RemoveFromWorld ();

    bool Create (uint32 guidlow, Unit *caster, uint32 spellId, const Position &pos, float radius, bool active);
    void Update (uint32 p_time);
    void Remove ();
    void SetDuration (int32 newDuration);
    int32 GetDuration () const;
    void Delay (int32 delaytime);
    void SetAura (Aura * aura);
    void RemoveAura ();
    void SetCasterViewpoint ();
    void RemoveCasterViewpoint ();
    Unit * GetCaster () const
    {
        return m_caster;
    }
    void BindToCaster ();
    void UnbindFromCaster ();
    uint32 GetSpellId () const
    {
        return GetUInt32Value(DYNAMICOBJECT_SPELLID);
    }
    uint64 GetCasterGUID () const
    {
        return GetUInt64Value(DYNAMICOBJECT_CASTER);
    }
    float GetRadius () const
    {
        return GetFloatValue(DYNAMICOBJECT_RADIUS);
    }
    Aura* GetAura ()
    {
        return m_aura;
    }

    void Say (int32 textId, uint32 language, uint64 TargetGuid)
    {
        MonsterSay(textId, language, TargetGuid);
    }
    void Yell (int32 textId, uint32 language, uint64 TargetGuid)
    {
        MonsterYell(textId, language, TargetGuid);
    }
    void TextEmote (int32 textId, uint64 TargetGuid)
    {
        MonsterTextEmote(textId, TargetGuid);
    }
    void Whisper (int32 textId, uint64 receiver)
    {
        MonsterWhisper(textId, receiver);
    }
    void YellToZone (int32 textId, uint32 language, uint64 TargetGuid)
    {
        MonsterYellToZone(textId, language, TargetGuid);
    }

protected:
    int32 m_duration;          // for non-aura dynobjects
    Aura * m_aura;
    Unit * m_caster;
    bool m_isViewpoint;
};
#endif
